01-06-2005, 10:26 PM | #1 | ||
College Starter
Join Date: Dec 2000
Location: Roseville, CA
|
Customization vs AI: An interesting discussion on the Puresim boards
hxxp://p089.ezboard.com/fpuresimbaseballfrm21.showMessage?topicID=351.topic
At the above link, there's a discussion on whether Puresim should try to be more flexible in the rules it plays by (on/off financials, various roster sizes, etc) or should work on the AI to make the game more challenging. Which one is more important to you? Why? |
||
01-06-2005, 10:28 PM | #2 |
Pro Starter
Join Date: Feb 2004
|
I think FOF is a perfect example of the way that I feel. Customization comes second.
|
01-06-2005, 11:00 PM | #3 |
Coordinator
Join Date: Sep 2003
Location: NJ
|
I would personaly like to know how much more in depth the coding would be if Jim were to incorporate some customization into the game. I think variable league size and allignment, with the ability to add teams, or at the least have a strict expansion schedule would pretty much put the cherry on the cake that is FOF.
That said I think Jim has taken the right approach, move the game as far as you can under the hood before adding the bells and whistles. But man, if he ever added those 3 things i listed to this FOF engine, i would soil every pair of underwear I have. |
01-06-2005, 11:04 PM | #4 |
Pro Starter
Join Date: Feb 2004
|
Time managment and the end-of-game logic still needs a good deal of work IMO.
|
01-06-2005, 11:06 PM | #5 | |
Coordinator
Join Date: Sep 2003
Location: NJ
|
Quote:
True. But while I havnt done alot of testing in that area, i would hazzard a guess that gameplanning can alleviate some of that. I would be interested to see what the results would be if Jim added a "2 minutes In The Half" section to the gameplanning area of the game. I wonder if by doing that the problem could be self medicated so to speak. But alas I have no idea if adding that function would easier or harder than tweaking the AI itself. |
|
01-07-2005, 08:18 AM | #6 | |
Pro Starter
Join Date: Oct 2000
Location: Cary, NC
|
Quote:
It's very easy for you to do a "2 minutes in the Game" bit. Just take the 4th quarter ones and adjust the values at the top. I've already adjusted these to my liking; 8 minutes left is a LONG time, so I've adjusted them down to less time left in the game before I switch modes. My team started doing a much better job of grinding out the clock when I did this.
__________________
-- Greg -- Author of various FOF utilities |
|
01-07-2005, 12:42 PM | #7 |
Coordinator
Join Date: Sep 2003
Location: NJ
|
Holy crap. Ive played this game for a year and never realized you could change that setting down. I feel like a total dumb dumb.
|
01-07-2005, 12:48 PM | #8 |
Coordinator
Join Date: Jan 2002
|
But even if you fix the end-of-half AI for your own team, you still have to deal with the CPU team making bad decisions, which is just as bad from the realism perspective.
__________________
Down Goes Brown: Toronto Maple Leafs Humor and Analysis |
01-07-2005, 01:26 PM | #9 | |
Hall Of Famer
Join Date: Nov 2000
Location: Behind Enemy Lines in Athens, GA
|
Quote:
Huh? Wha? That's adjustable? Learn something new everyday I guess. Thx.
__________________
"I lit another cigarette. Unless I specifically inform you to the contrary, I am always lighting another cigarette." - from a novel by Martin Amis |
|
01-07-2005, 01:27 PM | #10 |
Hall Of Famer
Join Date: Nov 2000
Location: Behind Enemy Lines in Athens, GA
|
To the original question, I'll answer in the generic (not Puresim specific) ... if the AI still has glaring weaknesses or issues, then I'll always say it gets the first attention.
Customization is well, fine, and good, but really only means anything to me if the core of the game is solid in the first place.
__________________
"I lit another cigarette. Unless I specifically inform you to the contrary, I am always lighting another cigarette." - from a novel by Martin Amis |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
|
|